Critters Sourcebook
Critters Sourcebook
Critters Sourcebook
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GUARD<br />
Type: P • Action: Complex • Range: LOS • Duration: Sustained<br />
The Guard power allows the being to prevent any accident—both<br />
natural and those caused by the Accident power—<br />
within the terrain it controls.<br />
HARDENED ARMOR<br />
Type: P • Action: Auto • Range: Self • Duration: Always<br />
Creatures with the Hardened Armor power possess an<br />
exoskeleton or outer shell of extraordinary strength. If the<br />
unmodified Power of an attack against the creature does not<br />
exceed the rating of the being’s Hardened Armor, the attack<br />
does no damage.<br />
Against APDS or AVM ammunition, Hardened Armor only<br />
counts as half its rating.<br />
HYPNOTIC SONG<br />
Type: M • Action: Complex • Range: LOS • Duration: Sustained<br />
Creatures with the Hypnotic Song power can influence<br />
others who hear it. Treat the song as an attack with a Damage<br />
Code of (Essence)M, resisted by the victim’s Willpower. In this<br />
case, the Damage Code simply measures the song’s effect.<br />
Cyberears with dampening reduce the song’s Damage Code to<br />
(Essence)L. Earplugs may do the same, at the gamemaster’s<br />
discretion. If the attack inflicts “Deadly” damage, the target<br />
stands paralyzed, unable to take any action for as long as the<br />
song continues.<br />
An attack against a victim paralyzed by Hypnotic Song<br />
allows the character to make an Opposed Test using Willpower<br />
against the creature’s Essence. If the character achieves more<br />
successes, the effect of Hypnotic Song is broken. If the song<br />
stops, the hypnotic effect ceases. Victims suffer +2 to all target<br />
numbers on the turn after the effect of the power ends as they<br />
fight to clear their minds.<br />
IMMUNITY<br />
Type: P • Action: Auto • Range: Self • Duration: Always<br />
The Immunity power gives the critter the equivalent of an<br />
Armor Rating equal to twice its Essence for resisting damage<br />
from the thing against which it has immunity. In addition, if the<br />
Power of the damage does not exceed twice the creature’s<br />
Essence, it automatically has no effect. This power works<br />
against both magical and non-magical effects.<br />
Note that beings with Immunity to Age do not age and<br />
never suffer the effects of aging.<br />
Immunity to Fire works against fire and any fire-based<br />
attacks.<br />
Immunity to Cold works against cold temperatures and<br />
any cold-based attacks.<br />
Immunity to Normal Weapons does not protect against<br />
combat spells or weapon foci. Against weapons that inflict elemental<br />
damage (such as fire, water cannon, elemental manipulation<br />
spells and so on) the effect of the Immunity to Normal<br />
Weapons power is halved (Armor Rating equal to Essence).<br />
Treat APDS, AVM, and other armor-piercing ammunitions as<br />
normal ammunition against creatures with the Immunity to<br />
Normal Weapons power.<br />
Creatures with the Immunity to Control power subtract<br />
twice their Essence from the Force of any spell (or Essence of<br />
any power) used in an attempt to control them.<br />
INFECTION<br />
Type: P • Action: Auto • Range: Touch • Duration: Permanent<br />
The Infection power allows a being with the Essence Drain<br />
power (see p. 10) to infect any suitable creature it drains to 0<br />
Essence with the Essence Drain power. The victim sickens and<br />
apparently dies. Shortly after “death,” the individual returns to<br />
life as a being of the type that drained its Essence. Such “newborn”<br />
Essence-draining creatures are dangerous. Though they<br />
are barely conscious of their new state, instinct will drive them<br />
to satisfy their hunger for Essence in any way they can.<br />
Player characters affected by the Infection power automatically<br />
become non-player characters after their “deaths” and are<br />
controlled by the gamemaster.<br />
INFLUENCE<br />
Type: M • Action: Complex • Range: LOS • Duration: Instant<br />
The Influence power allows a being to insinuate suggestions<br />
into a target’s mind, predisposing that person to some<br />
form of action, reaction, or emotion. Make an Opposed Test<br />
between the being’s Charisma (or Essence, if it has no<br />
Charisma) and the target’s Willpower. The number of net successes<br />
determines how strongly the suggestion is taken.<br />
INNATE SPELL<br />
Type: P • Action: Complex • Range: LOS • Duration: Instant<br />
The Innate Spell power gives a critter the ability to create<br />
an effect roughly similar to a spell, usually an elemental manipulation<br />
spell. The creature is not actually using Sorcery to cast<br />
a spell, but is manipulating mana in a manner that roughly<br />
approximates a spell being cast. Most creatures can only<br />
mimic one spell effect (listed in parentheses after the power).<br />
Spell descriptions appear in SR3, beginning on p. 191.<br />
When a creature uses this power, treat the action as if the<br />
critter were casting the spell using its Essence for both Sorcery<br />
and Force. Most attacks made with this power inflict (Essence)M<br />
damage, though the Damage Level may vary (see individual critter<br />
descriptions).<br />
The Innate Spell power functions in a fashion similar<br />
enough to spellcasting that Awakened characters can use spell<br />
defense to protect themselves and others against the effects of<br />
this power. Note that spell defense does not work against any<br />
other critter power (except for creatures with the Magical Skill<br />
power (p. 12) using Sorcery for spellcasting).<br />
Because this is an innate power, critters using it do not<br />
normally suffer the effects of Drain. If a critter sustains an<br />
attack using the Innate Spell power, however, it will suffer<br />
Drain of (Essence ÷ 2)S according to the standard rules. The<br />
effect of a sustained Innate Spell attack covers a number of<br />
square meters equal to the critter’s Essence. Sustained innate<br />
spells can be dispelled.<br />
<strong>Critters</strong><br />
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